scoutsout
Minstrel Boy
Log for Turn 128
Simpleton Archer>Archer
Dunderhead Archer>Archer
Cretinograph Pike>Pike
Knucklehead MDI>MDI
Spite Walls>Trebuchet
Start the turn with 263g, +254gpt, Invention in 2.
F-checks: We seem to be slipping further behind MIA in land; they have 21 to our 18%. We seem to be keeping up a bit better in population, 30 to 32%. Score is 861 to 874. I'll have to see what I can do about acquiring Ivory and improving on that a bit. Tera-el-Feared tells me we're strong to everybody. I have no idea where the barb camp is that's triggering a warning at Senilityville, but that warning's been on-screen now for about a dozen turns.
Worker Stuff: Own chops jungle/spice tile at Senilityville. Rik moves to help J Walker whack jungle/dyes at EWR (They'll be done in 11). G-man backs up to mine a grass at Gilfach. SimpleMonkey moves alongside to help (grass mined in 3, Gilfach grows in 4). Lenny roads a grass at Cretinograph. Bede organizes a forest chop at Village d'Idiota. Smart Guy moves to help Own with the jungle at Senilityville, they'll finish in 12. Daghda moves into position to start a forest chop at DuMass. AnsarTheKing moves to a grass tile near Crackhead. Grandma Harriet mines a plains tile at Simpleton. Crakie moves... wait... other section.
Unit Stuff: Move a settler to the tile W-W-NW of EWR, to settle next turn and claim some fish. Settler W of Dunderhead goes S of SKWTD (going to claim that western coast.) DANGIT... I thought I had another settler... I meant to take that one towards the unclaimed spice. Put 2 Trebuchets in Frozen Lake. Trebuchets near Knucklehead and Simpleton head west. Archer in Simpleton goes to Jesterton. Pike in Cretinograph heads towards the front. (We've got some road issues here...) GS Eastern Sentry goes to Fortress of Stupidity. Un-named MDI goes towards Nincompoopicity. Another MDI moves to the tile S of Crackhead. A pair of MDI in Knucklehead go towards Frozen Lake. Archer in Villag d'Idiota heads towards MIA frontier. Archer in Dunderhead goes to SKWTD. Igor and Hairy move to screen the Simpson Probe. MDI Josie Wales stays put.
City Management: Tile-swap Cretinograph, Village d'Idiota, and Cyprus Creek to net another shield in Cretinograph without costing us any gold.
Let's see... we've got 54 shields in the bin at Village d'Idiota, producing 8spt net. The town will grow in 5, Bede's forest chop in 4. If I spend 24g on a granary short rush... that gets us the market a turn sooner with a 2 shield overrun on the market. Versus being 4 shields short after the chop if I let it go.... 24 gold spent.
Rushes/Short Rushes this turn:
16g to a Treb in Nincompoopicity.
32g to an archer short rush of a Trebuchet in Dionysus.
36g to an archer short rush of a Harbor in Malice.
28g to an archer short rush of a Trebuchet in Cyprus Creek.
28g to an archer short rush of a Courthouse in Paradise Hotel.
44g to a barracks short rush of the Library in Idiote. It grows next turn, producing 9spt net. Fingers crossed we get it to 10spt.
Stop rushing here. It's time to conserve a little gold for upgrading. Fiddle with Gilfach and Dresden... because Dresden is working a Tobacco that's also a BG. This one costs us 1gpt, but gets Gilfach growing a little faster. Someone remind me to queue up a market here next turn.
At (and towards) the front: Crakie moves under the Pike SE of Spite. TNT POW starts roading that tile this turn. (I know this is wasting worker turns... but I really need that road...) Loat a settler on Hunky Dory. Load a Trebuchet and MDI onto Bede's Boat. Hunky Dory heads that way, but the settler can't unload (loaded from shore). Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and and unnamed Galley position for ship-chain next turn. Wake A.R.S.E. Igor's hope, move him 2, and fortify.
I'm going to put a settler, 3 MDI and 3 more Trebuchets on The Other Continent next turn.
?Fortify a Veteran Pike on the workers. Hmm...
The TNT Pikes can see a little further since they're fortified... and I'd like to see a little further. Take Flyin' Elvis, move him S of Spite, and fortify him. Put the Veteran Pike on Flyin' Elvis. TNT will see the pair... but I'll get to see more than I saw this turn, too. Wake another Pike and put him down there. Depending on what I see next turn, I may put the pikes on the rockpile next turn.
Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
SKWTD>Pike
Polecat>Pike
Nothefullshilling>Harbor
Gilfach>MDI
Nincompoopicity>Trebuchet
Dionysus (if JB completes his forest chop this turn) Trebuchet
End the turn with 55g, +257gpt. Invention in 2.
At the end of the turn, a forest chop went into Dresden... where I have a worker queue'd up. And I forgot the screenies.
Simpleton Archer>Archer
Dunderhead Archer>Archer
Cretinograph Pike>Pike
Knucklehead MDI>MDI
Spite Walls>Trebuchet
Start the turn with 263g, +254gpt, Invention in 2.
F-checks: We seem to be slipping further behind MIA in land; they have 21 to our 18%. We seem to be keeping up a bit better in population, 30 to 32%. Score is 861 to 874. I'll have to see what I can do about acquiring Ivory and improving on that a bit. Tera-el-Feared tells me we're strong to everybody. I have no idea where the barb camp is that's triggering a warning at Senilityville, but that warning's been on-screen now for about a dozen turns.
Worker Stuff: Own chops jungle/spice tile at Senilityville. Rik moves to help J Walker whack jungle/dyes at EWR (They'll be done in 11). G-man backs up to mine a grass at Gilfach. SimpleMonkey moves alongside to help (grass mined in 3, Gilfach grows in 4). Lenny roads a grass at Cretinograph. Bede organizes a forest chop at Village d'Idiota. Smart Guy moves to help Own with the jungle at Senilityville, they'll finish in 12. Daghda moves into position to start a forest chop at DuMass. AnsarTheKing moves to a grass tile near Crackhead. Grandma Harriet mines a plains tile at Simpleton. Crakie moves... wait... other section.
Unit Stuff: Move a settler to the tile W-W-NW of EWR, to settle next turn and claim some fish. Settler W of Dunderhead goes S of SKWTD (going to claim that western coast.) DANGIT... I thought I had another settler... I meant to take that one towards the unclaimed spice. Put 2 Trebuchets in Frozen Lake. Trebuchets near Knucklehead and Simpleton head west. Archer in Simpleton goes to Jesterton. Pike in Cretinograph heads towards the front. (We've got some road issues here...) GS Eastern Sentry goes to Fortress of Stupidity. Un-named MDI goes towards Nincompoopicity. Another MDI moves to the tile S of Crackhead. A pair of MDI in Knucklehead go towards Frozen Lake. Archer in Villag d'Idiota heads towards MIA frontier. Archer in Dunderhead goes to SKWTD. Igor and Hairy move to screen the Simpson Probe. MDI Josie Wales stays put.
City Management: Tile-swap Cretinograph, Village d'Idiota, and Cyprus Creek to net another shield in Cretinograph without costing us any gold.
Let's see... we've got 54 shields in the bin at Village d'Idiota, producing 8spt net. The town will grow in 5, Bede's forest chop in 4. If I spend 24g on a granary short rush... that gets us the market a turn sooner with a 2 shield overrun on the market. Versus being 4 shields short after the chop if I let it go.... 24 gold spent.
Rushes/Short Rushes this turn:
16g to a Treb in Nincompoopicity.
32g to an archer short rush of a Trebuchet in Dionysus.
36g to an archer short rush of a Harbor in Malice.
28g to an archer short rush of a Trebuchet in Cyprus Creek.
28g to an archer short rush of a Courthouse in Paradise Hotel.
44g to a barracks short rush of the Library in Idiote. It grows next turn, producing 9spt net. Fingers crossed we get it to 10spt.
Stop rushing here. It's time to conserve a little gold for upgrading. Fiddle with Gilfach and Dresden... because Dresden is working a Tobacco that's also a BG. This one costs us 1gpt, but gets Gilfach growing a little faster. Someone remind me to queue up a market here next turn.
At (and towards) the front: Crakie moves under the Pike SE of Spite. TNT POW starts roading that tile this turn. (I know this is wasting worker turns... but I really need that road...) Loat a settler on Hunky Dory. Load a Trebuchet and MDI onto Bede's Boat. Hunky Dory heads that way, but the settler can't unload (loaded from shore). Fool's Errand and Chumbucket head back to Frozen Lake. Danny Buoy and and unnamed Galley position for ship-chain next turn. Wake A.R.S.E. Igor's hope, move him 2, and fortify.
I'm going to put a settler, 3 MDI and 3 more Trebuchets on The Other Continent next turn.
?Fortify a Veteran Pike on the workers. Hmm...
The TNT Pikes can see a little further since they're fortified... and I'd like to see a little further. Take Flyin' Elvis, move him S of Spite, and fortify him. Put the Veteran Pike on Flyin' Elvis. TNT will see the pair... but I'll get to see more than I saw this turn, too. Wake another Pike and put him down there. Depending on what I see next turn, I may put the pikes on the rockpile next turn.
Builds due next turn:
Simpleton>Archer
Dunderhead>Archer
SKWTD>Pike
Polecat>Pike
Nothefullshilling>Harbor
Gilfach>MDI
Nincompoopicity>Trebuchet
Dionysus (if JB completes his forest chop this turn) Trebuchet
End the turn with 55g, +257gpt. Invention in 2.
At the end of the turn, a forest chop went into Dresden... where I have a worker queue'd up. And I forgot the screenies.
